(navigation image)
Home American Libraries | Canadian Libraries | Universal Library | Community Texts | Project Gutenberg | Biodiversity Heritage Library | Children's Library | Additional Collections
Search: Advanced Search
Anonymous User (login or join us)
Upload
See other formats

Full text of "Apple Manual: WinterGames-Manual"

SUMMER GAMES AND SUMMER GAMES II 
GO FOR THE GOLD 
IN SIXTEEN EXCITING EVENTS. 




Combine the events from 
SUMMER GAMES And SUMMER 
GAMES II 

Compete in Cycling, 100 Meter 
Dash, Diving, Equestrian, Fencing, 
Freestyle Relay, 100 Meter 
Relay, Gymnastics, High Jump, 
Javelin, Kayaking, Pole Vault, 
4x400 Meter Relay, Rowing, 
Skeet Shooting, and the 
Triple Jump 




Complete with Opening, 
Closing, and Awards Ceremonies, 
including National Anthems of 
18 Different Countries 

Play Against the Computer, or 
With Your Friends 

Individual and Head-To-Head 
Competition. 

One to Eight Players 



EPYX, Inc. warrants to the original purchaser of this EPYX software product that the medium on which this computer 
program is recorded is free from defects in materials and workmanship for a period of ninety (90) days from the date 
of purchase. This EPYX software program is sold "as is," without express or implied warranty of any kind, and EPYX 
is not Habile for any losses or damages of any kind resulting from use of this program. EPYX agrees for a period of 
ninety (90) days to either repair or replace, at its option, free of charge, any EPYX software product, postage paid, 
with proof of date of purchase, at its Factory Service Center. 

This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the 
defect in the EPYX software product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS 
WARRANTY IS IN LIEU OF ALL OTHER EXPRESS WARRANTIES AND NO OTHER REPRESENTATION OR CLAIMS OF 
ANY NATURE SHALL BE BINDING ON OR OBLIGATE EPYX. ANY IMPLIED WARRANTIES APPLICABLE TO THIS 
SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 
PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL EPYX BE 
LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE 
OR MALFUNCTION OF THIS EPYX SOFTWARE PRODUCT. 

Some states do not allow limitations as to how long an implied warranty lasts andor the exclusion or limitation of incidental or 
consequential damages so the above limitations and, or exclusions or limitations ol liability may not apply to you. This warranty 
gives you specific legal rights, and you may also have other rights which vary from state to state. 



Apple is a registered trademark of 
Apple Computer, Inc. 

and Summer Games II 
are trademarks, Summer Games is a 
registered trademark of Epyx, Inc. 
1985 EPYX Inc 




P.O. Box 8020, 600 Galveston Drive, Redwood City CA 94063 



Part Number 08903D-60 




WINTER GAMES 



INSTRUCTION MANUAL 

for the Apple® 




Game program designed by Action Graphics, Inc. 



MOMENT OF TRUTH 

You're an athlete at the 1988 Winter Games at Calgary, Alberta, 
Canada. You're about to move across snow and ice with as much speed, 
strength, endurance and grace as you can muster in the blustery cold. 

This is the winter portion of the world's foremost amateur sports 
competition. You'll match your skills against the top athletes from a 
hundred countries. 

Be proud. Today you stand among the elite few whose courage and 
stamina will be tested by these WINTER GAMES. Listen. A fanfare of 
trumpets sounds as the WINTER GAMES flag is slowly raised. 
Thousands of white doves are released, symbolically to fly to the 
countries of the world with the message of peace-and the news that the 
WINTER GAMES have begun. This is it-your chance to go for the Gold! 



OBJECTIVES 



WINTER GAMES challenges your competitive skills with a series of 
athletic contests for 1 to 8 players. You can compete in seven challenging 
winter events--S&i Jump, Bobsled, Figure Skating, Freestyle Skating, 
Hot Dog Aerials, Speed Skating and Bia£/i/orc(cross-country skiing and 
rifle shooting). 

Practice each event first to hone your skills. Then choose from the 18 
countries you can represent in the competition, and go for the gold! 

WINTER GAMES provides judges, keeps scores, and awards medals 
to the winners-the Gold for first, the Silver for second, and the Bronze 
for third place. If you break a "World Record," WINTER GAMES will 
save your name and display it on a special World Records screen. 

Get ready to give it your best-and remember the motto of the ancient 
Greek atheletes: 



Citius--Altius--Fortius 
"Faster-Higher-Stronger!" 



W 



GETTING STARTED 



Loading Instructions 

■ Set up your Apple ® Home Computer as shown in the Owner's 
Manual. 

■ If you are using a joystick, plug the joystick in as shown in the 
Owner's Manual. 

■ Insert the WINTER GAMES disk into the disk drive, SIDE 1 label 
facing up, cutout pointing toward the back. (You will be prompted 
when to remove the disk to load SIDE 2.) 

■ Turn ON the computer. 

■ After a few seconds, the title screen will appear, then the opening 
ceremony will begin. 



STARTING PLAY 



Opening Ceremony 

A spectacular opening ceremony welcomes you to WINTER GAMES. 
An athlete bearing the flaming torch mounts the steps to light the 
sacred fire that burns night and day throughout the WINTER GAMES. 
White doves are released over the stadium, to symbolize peace on earth. 
Let the games begin! 

How to Play 

Once the opening ceremony concludes, a menu screen offers you a choice 
of six options. To make a selection, use your joystick to move the cursor 
to your choice, then press the FIRE button, use the cursor keys, or the I 
and M keys and press the RETURN key or SPACE BAR. 

OPTION 1: Compete in all the Events 

Compete in all seven events: Ski Jump, Bobsled, Figure Skating, Hot 
Dog Aerials, Freestyle Skating, Speed Skating, and Biathlon. The 
computer keeps a running tally of medals awarded to each player. 

■ To enter your name, type your name on the keyboard and press 
RETURN 

■ To choose your country, use the joystick, the cursor keys, or keys I and 
M to move the cursor to the flag of your choice, then press the FIRE 
button or RETURN or SPACE BAR to select that country. 

(To listen to the country's anthem, type S.) 



1 



■ Repeat name and country selection for each additional player (up to 
eight). When all players' names and countries are entered, press 
RETURN. 

■ A verification screen appears. If all names and countries are correct, 
select YES with the joystick and press the FIRE button, or type Y. To 
delete names and start again, select NO or type N . 

OPTION 2: Compete in One Event 

Similar to OPTION 1, but you only compete in the event you select. 

■ Select the event by typing the corresponding numbered key, by 
moving the joystick and pressing the FIRE button, or pressing 
key I or M and then the RETURN key, or SPACE 

OPTION 3: Compete in Some Events 

Similar to OPTION 1; however, you can compete in any number of 
the listed events for this round of international competition. 

■ Select the event(s) by typing the corresponding numbered key or 
by moving your joystick and presing the FIRE button. 

■ The events you select will be displayed in white. 

■ When you are finished selecting the events, move the cursor to 
the word DONE and press the FIRE button. 

OPTION 4: Practice One Event 

■ Move the joystick to choose the event, then press the FIRE button, or 
type the key matching the event number, or press key I or M and then 
the RETURN key or SPACE BAR. 

No scores are kept during practice rounds. 

OPTION 5: See World Records 

Displays the highest score recorded in all events, with the name and 
country of the player who achieved each world record. 

■ Press the FIRE button or RETURN or SPACE BAR to return to the 
menu. 

OPTION 6: Opening Ceremonies 

Repeats the opening ceremonies. 

OPTION 7: Sound to Apple Speaker/Cassette Port 

■ Allows you to turn the sound off or on. Apple Speaker indicates sound 
on, Cassette Port, sound off. 



2 



THE GAMES 



All events in WINTER GAMES can be controlled with either the 
joystick, or the keyboard. Movements from the keyboard are depicted 
below: 



Figure Skating 



Figure Skating (Short Program) is a one-minute, 
timed exercise of seven compulsary movements: Camel 
Spin, Sit Spin, Double Axel Jump, Triple Axel Jump, 
Double Lutz Jump, Triple Lutz Jump, and Camel into Sit Spin. You 

can perform the seven movements in any order you choose. It's the grace 
and form of your skating that count! 

■ Press the FIRE button or the SPACE BAR to start Figure Skating. 

■ To begin a movement, point the joystick in the direction of the 
movement you want to make and press the FIRE button or SPACE 
BAR 

■ To COMPLETE a movement, center the joystick and press the FIRE 
button or SPACE BAR. 

■ To SKATE BACKWARD, center the joystick and press the FIRE 
button or press the J key and then the SPACE BAR. 



Joystick or Keyboard Controls: Figure Skating and Free Skating 



LUTZ JUMP 



CAMEL 
SPIN 



DOUBLE 
AXEL JUMP 



SKATE 
BACKWARD 



SKATE 
BACKWARD" 



SKATE 
FORWARD 



TRIPLE 
LUTZ JUMP 



SIT 
SPIN 



TRIPLE 
AXEL JUMP 



3 



Figure Skating Tips: 

AWKWARD: A movement will be judged as elegant or awkward, 
depending on when you press the FIRE button or SPACE BAR. If 
you're skating forward and "trigger" a jump when the skater's legs are 
in open stride, the jump will be perfect. If the skater's legs are closed, 
the jump will be awkward. The opposite is true if you're skating 
backwards: trigger the jump when the skater's legs are closed and 
the jump will be perfect. Practice makes perfect, so keep trying! 

FORWARD SKATING performers can do a Double or Triple Axel 

Jump or turn around and begin skating backwards. Remember: Be 
skating forwards when time runs out-if you're skating backwards 
you'll fall down! 

BACKWARD SKATING athletes can do a Double or Triple Lutz 
Jump, a Camel or Sit Spin, or turn around and begin skating forward. 

When you do SPINS, try to make six rotations. If you turn fewer than 
six times, your exit will be awkward; more than six turns will make you 
so dizzy and you'll fall. 

Don't Fall Down! 

You'll fall down if you try to move directly from a jump to a spin, a spin to 
a jump, a jump to another jump, or a Sit Spin to another Camel Spin. 
Skate backwards in between movements; skate forwards before you do 
an Axel Jump. 

Camel into Sit Spin: You can move directly from a Camel Spin to 
a Sit Spin-a very elegant combination worth 1.2 points! 

Figure Skating Scores 

You begin with a score of 0.0 The best score is 6 points. 

All scores are displayed in tenths. And don't worry-your score can't go 

below 0. 



After you successfully complete each Figure Skating movement, your 
score is added like this: 



MOVEMENT 


POINTS 
ruin i o 


Camel Spin 


.7 


Sit Spin 


.7 


Double Axel Jump 


.6 


Triple Axel Jump 


1.1 


Double Lutz 


.6 


Triple Lutz 


1.1 


Camel into Sit Spin 


1.2 


Total Score 


6.0 


■ Total Score Penalties 





.7 Point penalty for each fall. 
.2 Point penalty for each 
awkward movement. 



Free Skating 



In Free Skating competition, you chose the jumps and 
spins, inventing your own choreography . You 
have two minutes to complete the program. 

Free Skating Scores 

In Free Skating, you try to make three successful attempts of the seven 
Figure Skating movements: Camel Spin, Sit Spin, Double and Triple 
Axel, Double and Triple Lutz and Camel into Sit Spin. The Judges will 
watch you closely in this event and calculate your maximum score 
based upon the number of falls and awkward movements in your 
routine. A smart performer will complete three attempts of as many 
difficult movements as possible within the two-minute time limit, to get 
the highest possible score. You begin with points. The Maximum score 
(ceiling) you can get is 6.0-no matter how high your total score. 

Note: If you successfully complete a fourth attempt at a movement the 
Judges will not credit your score. 



5 



Figure Skating Scores 



MOVEMENT POINTS EACH ATTEMPT 


Camel Spin 


.3 


Sit Spin 


.3 


(1.8 points maximum) 




Camel into Sit Spin 


.5 


(1.5 points maximum) 




Double Lutz Jump 


.2 


Double Axel Jump 


.2 


(1.2 points maximum) 




Triple Axel Jump 


.4 


Triple Lutz Jump 


.4 


(2.4 points maximum) 




Total 


6.9 


(6.0 Maximum Ceiling) 




■ Total and Maximum Score Penalties 


PENALTY TOTAL 


MAXIMUM 



Fall 

Awkward 



-.5 
-.2 



-.2 
-.05 



Note: No penalty for failing to attempt 
all seven movements. 



nt 



EXAMPLE: 

Your Total Score: 6.9 

1 Fall -.5 

2 Akwards -.4 




Total 



6.0 



Maximum: 6.0 
-.2 
-.1 

Your Final 

Score * 5.7 



CREDITS: Only the movements completed within the two-minutes 
are scored. 

Movement attempts will be added to your score only if they're 
successfully completed. 



6 



Speed Skating 



Speed Skaters can move at 30 miles per hour-much 
faster than athletic track runners. In fact, Speed Skating 
champions are the fastest self-propelled human beings 
over level earth! 

In Speed Skating, two racers skate side-by-side, in separate lanes, as 
fast as they can go! 

■ You will be skating against a computer player on the top half of the 
screen. Your skater is on the bottom half of the screen. Press the 
FIRE button or SPACE BAR on the keyboard to begin the count 
down. 

■ When the countdown reaches "GO," begin skating by moving the 
joystick to the LEFT and RIGHT or pressing the keys J and K, to 
move your skater's legs. The trick is to make the skaters legs move 
back and forth as in real skating 

■ Continue skating by moving the joystick back and forth or pressing J 
and K in rhythmic strokes to move your racer's legs. Build your 
natural skating rhythm faster to get up to speed-and GO FOR IT! 

■ The skater with the fastest time wins the race. 

■ When the race is over, press the FIRE button or SPACE BAR to 
begin the next event. 




Hot Dog Aerials 



This demonstration sport tests your guts, grace and 
precision on skis. Strive for a performance of athletic 
artistry as you flip through the air in a dazzling series of 
daredevil moves. 

■ Push the FIRE button or SPACE BAR to start a jump. 

■ Push the joystick in one of these six directions or press the 
appropriate key on the keyboard to begin a movement: 



Daffy I'M V ^ K«l Back Scratch 

Back Flip mm Land Wm Forward Flip 




Mule Kick uTu r m%M Swan 



7 



■ To do one movement after another, move the joystick or press the 
appropriate key when the Hot Dog Skier is in mid-air-timing is 
crucial. 

■ To get out of a move or begin another move push the joystick to the 
center (LAND) position or press the SPACE BAR. 

■ Hold each movement (except the Flips) until you choose a different 
move. 

■ Go into the landing position before you hit the ground, or you'll Fall. 
Scores 

The score is based on both style and difficulty, and is displayed after you 
land. The maximum is 10 points. 

DIFFICULTY is judged by the number of different maneuvers 
performed in mid-air. Any combination of movements can be mixed 
together for a total maximum score of 10. Combinations of different 
movements count for the most points. Points will be deducted for 
awkward movements. Watch your landing! If you fall, you won't receive 
a score. 



STUNTS POINTS 


1 Stunt 


6.3 


1 Flip 


7.2 


2 Stunts (Same) 


8.7 


2 Flips (Same) 


9.2 


2 Stunts (Different) 


9.6 


1 Stunt and 1 Flip 


10.0 


2 Flips (Different) 


10.0 


■ 1.4 point penalty for each 




awkward movement. 





CREDITS: Only the first attempt at each movement completed 
within the one minute is scored. 



8 



W]M Ski Jum P 

m 



'/^A Every gust of wind chills your body as you look down from 
J/A I the top of the jump tower to the runway far below. The 
'^^^^^ judges and spectators look like insects from this height. 
GO! Your coiled body lurches forward and suddenly you're into another 
world! 

You crouch down low, in a tucked position, to accumulate as much speed 
as possible. At the take-off, you leap out, push up, and lean forward, over 
the edge of your skis, to reduce wind resistance and increase the length 
of your jump. 

■ Press the FIRE button or SPACE BAR to begin your approach. 

■ When you reach the takeoff point, press the FIRE button or SPACE 
BAR again. 

■ In the air, watch the upper right-hand corner of the screen for faults. 
Correct faults quickly to get maximum style points and distance. 

□ If your knees are BENT, move the joystick UP or press the I key to 
correct. 

□ If you're TOO FAR FORWARD, move joystick LEFT or press the 
J key. 

□ TOO FAR BACK, move joystick RIGHT or press the K key. 

□ SKIS CROSSED, move joystick DOWN or press the M key. 

■ If you don't correct your faults in time, your Ski Jumper's wild antics 
will cause wind resistance and lose style points. 

Ski Jump scores are based on distance and form. 

DISTANCE: is based on the timing of the takeoff, and the aerodynamics 

of the Jumper in the air. 

STYLE: You'll get more points if you recover quickly from faults and 
don't fall. 

Scores 

Your maximum is tallied by multiplying your DISTANCE ( x ) 3 ( + ) 
STYLE POINTS. A respectable Ski Jump score would be a flight of 60 
meters and 20 style points for a total of 200 points. 



9 



Biathlon 



^0^k IH Race over a cross-country track on skis with a .22 caliber 

L| rifle slung over your shoulder. You have only a few 

cartridges to fire at the required targets, so steady your 
sights and develop an eagle eye before you fire away! 

■ Press the FIRE button or SPACE BAR to start cross-country skiing. 

■ Move your joystick LEFT and RIGHT or press the keys J and K to 
move your skier's legs in steady, rhythmic kicks and glides. 

■ On LEVEL GROUND, keep up a steady pace by moving your 
joystick back and forth or pressing keys J and K. 

■ For UPHILL terrain, move the joystick faster or press the keys faster 
to increase speed. 

■ DOWNHILL stretches go fastest if you use the double-pole 
technique. Pull the joystick back or press the M key when the skier's 
hands are in front, to get the maximum push down the slope. 

■ SHOOTING: You are issued five cartridges to shoot at five targets, 

and every miss is a 5-second penalty. The gun must be loaded and the 
shell ejected after each shot. Pull the joystick BACK or press the 
M key to open the gun chamber. Push the joystick FORWARD or 
press the I key to load the shell. Push the FIRE button or SPACE 
BAR to shoot. Repeat for the next shot. The skier's heart rate affects 
your accuracy-so cool down, and take careful aim before you fire! 

■ The winner or high score is the skier with the fastest total time. 



Bobsled 



Prepare to careen down a track of solid ice-while you 
crouch in a precision-built machine of steel and 
aluminum. You'll fly around hair-raising turns, then 
plummet down the bumpy straightaways at speeds exceeding 90 miles 
per hour! 

■ Press the FIRE button or SPACE BAR to begin the race. 

■ Move the joystick LEFT and RIGHT or press keys J and K to guide 
your sled, pull BACK on the joystick or press M to brake. 



10 



HINTS: Steer hard! To avoid capsizing at the turns, try to anticipate 
the pull of centrifugal force, and steer hard in the opposite direction. 

Watch your speed! The power bar at the bottom of the screen shows how 
fast you're going. The faster you go, the harder you have to steer to keep 
plummetting toward the finish. 

Learn the course! An intimate knowledge of the course is important, so 
you learn the best position to take each corner. 

■ The winning bobsled's score is based upon the fastest time through 
the tracks. 



SCORING 



Awards Ceremony 

After every event, the names, countries and scores of all competitors are 
listed in the order they placed. The name of the Gold Medal winner 
appears at the top of the screen, and his or her country's national 
anthem is played. 

Champion Ceremony 

If players compete in all WINTER GAMES events, a Grand Champion of 
the games is selected based on the number of points awarded. 

Gold Medal = 5 points 
Silver Medal = 3 points 
Bronze Medal = 1 point 

The points are totaled after all events have been completed, and the 
player with the most points is honored as the Grand Champion. The 
ceremony takes place after the Awards Ceremony for the final event. 

World Records 

If a world record is achieved in any event, the name of the 
record-breaking player is saved by the WINTER GAMES program. The 
records are displayed on the World Records screen. If a new record is set 
for an event, the previous record is erased and the new information 
appears in its place. 

Continuing Play 

To restart WINTER GAMES at any time, press and hold the CONTROL 
and RESET keys at the same time. The program will REBOOT to the 
beginning of the game. 



11 



3 



HOW DID WINTER SPORTS BEGIN? 

Skiing, skating and sledding began centuries ago as fun and practical 
ways for people to move across snow and ice. 

Skiing 

The earliest skis may have existed about 4,000 or 5,000 years ago in 
Scandanavia. Ski bindings were invented in the 1860s by Sondre 
Nordheim, of Mordegal, Norway. 

Once skiers could slip the toes of their boots into iron pieces, then 
fasten their heels with straps or springs, they gained much more control 
of their long wooden slats-and they could move with breathtaking 
speed. Norwegian emigrants pioneered the sport all over the world. 

Skating 

Skating began around 1000 B.C. Before the Iron Age, Nordic people 
made skates from elk, ox and reindeer bones. In fact, anthropologists 
have discovered bone skates they believe to be at least 20 centuries old! 

Since the Middle Ages, people have skated on canals in Holland. Ice 
skating was a very fashionable recreation in the French court in the 
1770s, when Marie Antoinette was an avid enthusiast. 

Sledding 

Primative sleds were used for transporation before 3,000 B.C. in 
Northern Europe. The American Indians tied poles together with 
thongs to carry loads over snow. 

The thrill of riding a speeding sled down a steep hill caught on in the 
1500s in Germany, when people rode tobaggans over snowy hillsides. 
Sledding became a real sport when British and American tourists 
started racing sleds down snowbound mountain roads in the European 
Alps in the middle of the 19th Century. Bobsled races developed in the 
1880s in Switzerland. 



12 



THE WINTER OLYMPIC GAMES 



The first WINTER GAMES were held at Chamonix, France in 
1924, when they were accepted as a celebration comparable to 
the Summer Games and given the official blessing of the 
International Olympic Committee. Since then, the WINTER 
GAMES have been held at the following locations: 



WINTER OLYMPIC GAMES 



5 



Date 


Place 


inn j 

1924 


Cnamonix, r ranee 


1928 


St. Moritz, Switzerland 


1932 


Lake Placid, New York, USA 


1936 


Garmisch-Partenkirchen 




Germany 


1948 


St. Moritz, Switzerland 


1952 


Oslo, Norway 


1956 


Cortina, Italy 


1960 


Squaw Valley, California, USA 


1964 


Innsbruck, Austria 


1968 


Grenoble, France 


1972 


Sapporo, Japan 


1976 


Innsbruck, Austria 


1980 


Lake Placid, New York, USA 


1984 


Sarajevo, Yugoslavia 


1988 


Calgary, Alberta, Canada 




WINTER GAMES 

Command Card 
For the Apple AGS™ 

Please read the Apple II WINTER GAMES instruction manual. This card 
provides instruction for any differences between the Apple II and the IIGS 
versions of the program. 

Loading Instructions 

• Set up your Apple IIGS computer as shown in the owner's manual. 

• If you're using a joystick, plug it in as shown in the owner's 
manual. 

• Insert the WINTER GAMES disk into the disk drive label side up. 

• Turn on the computer (or press CTRL, OPEN-APPLE, RESET si- 
multaneously). 

• After a few seconds, the title screen will appear, then the opening 
ceremony will begin. 

In the IIGS version of WINTER GAMES, you will be competing in six 
events (not seven). The events are: Ski Jump, Bobsled, Figure Skating, Hot 
Dog Aerials, Freestyle Skating, and Biathlon. 

Throughout the manual, wherever the SPACE BAR is mentioned, use the 
OPEN-APPLE key instead. 

Page 1 - Individual country anthems are not included in the IIGS version of 
the program. 

Page 2 - Neither Option 6 nor Option 7 are available in the IIGS version. 

Page 3 - In addition to the keyboard keys (as shown), you can also use the 
numeric key pad to control your figure or free-style skater. 1 = Triple Lutz 
Jump; 2 = Sit Spin; 3 = Triple Axle Jump; 4 = Skate Backward; 5 = Skate 
Backward; 6 = Skate Forward; 7 = Lutz Jump; 8 = Camel Spin; 9 = 
Double Axle Jump. (These keys work similarly on the other events.) 

Page 7 - There is no Speed Skating event in the IIGS version. 




WINTER GAMES 



INSTRUCTION MANUAL 




Game program designed by Action Graphics, Inc. 



Page 11 - 
Continuing Play 

To restart WINTER GAMES at any time, press and hold the CONTROL, 
OPEN-APPLE, and RESET keys at the same time. The program will RE- 
BOOT to the beginning of the game. 



©Epyx, Inc. 



Part Number 08913D-62 




WINTER GAMES 



INSTRUCTION MANUAL 

for the Apple® 




Game program designed by Action Graphics, Inc.